Content data holding system, storage medium, content data holding server, and data management method

ABSTRACT

A server includes a content storage medium configured to store content data of content usable in different types of games. The server, upon a transmission request, sends content data to an information-processing device, and retains the sent content data in the content storage medium wherein sending the content data again is prohibited. The server, when the content data is sent from the information-processing device, receives the content data, assigns a new ID to the received content data in case the received content data lacks the ID, and stores the received content data in the content storage medium wherein sending the content data is allowed.

CROSS REFERENCE TO RELATED APPLICATIONS

The disclosure of Japanese Patent Application No. 2019-98573, filed onMay 27, 2019, is incorporated herein by reference.

FIELD

An embodiment of the present invention relates to a technique formanaging content data usable in a game.

BACKGROUND AND SUMMARY

There is known in the art a service for storing content data usable in agame.

A content data holding system according to an embodiment of the presentinvention comprises: a server; and at least one information-processingdevice capable of communicating with the server, wherein the servercomprises: a content storage medium configured to store content data ofcontent usable in different types of games; and a processor configuredto run a management program of the content data, theinformation-processing device is configured to: store the content data;and perform at least one of transmission and reception of the contentdata to/from the server, the content storage medium is configured tostore, as the content data, at least an ID that uniquely identifies thecontent, and at least one parameter used when the content is used in thegames, the management program causes the processor to execute: upon atransmission request, sending the content data to theinformation-processing device, and retaining the sent content data inthe content storage medium wherein sending the content data again isprohibited; and when the content data is sent from theinformation-processing device, receiving the content data, withassigning a new ID to the received content data in case the receivedcontent data lacks the ID, and storing the received content data in thecontent storage medium wherein sending the content data is allowed.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram showing an example of a configuration of a characterdata management system.

FIG. 2 is a block diagram showing an example of a configuration of firstgame device 1.

FIG. 3 is a block diagram showing an example of a configuration of firstserver 4.

FIG. 4 is a block diagram showing an example of a configuration ofsecond game device 2.

FIG. 5 is a block diagram showing an example of a configuration ofsmartphone 3.

FIG. 6 is a block diagram showing an example of a configuration ofsecond server 5.

FIG. 7 is a sequence diagram showing an example of an operation in whichfirst server 4 migrates character data D1 to second server 5.

FIG. 8 is a sequence diagram showing an example of an operation in whichsecond game device 2 stores and retrieves character data D1 or D2in/from second server 5.

FIG. 9 is a sequence diagram showing an example of an operation in whichsecond game device 2 stores and retrieves character data D1 or D2in/from second server 5.

FIG. 10 is a sequence diagram showing an example of an operation inwhich smartphone 3 stores and retrieves character data D1 or D2 in/fromsecond server 5.

FIG. 11 is a sequence diagram showing an example of an operation inwhich smartphone 3 stores and retrieves character data D1 or D2 in/fromsecond server 5.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS 1. Embodiment1-1. Configuration

FIG. 1 is a diagram showing an example of a configuration of a characterdata management system according to an embodiment of the presentinvention. The character data management system shown in the figureincludes first game device 1, second game device 2, and smartphone 3that are used by user U1, and first server 4 and second server 5 thatare used to store character data. The devices included in the characterdata management system are connected by a network such as the Internetso that they can communicate with each other.

Among the devices included in the character data management system,first game device 1 can store character data in first server 4, orretrieve character data from first server 4. Second game device 2 andsmartphone 3 can store character data in second server 5, or retrievecharacter data from second server 5. First server 4 can migratecharacter data that first server 4 has received from first game device 1to second server 5. By using the character data management system, userU1 can store character data stored in his/her terminal device in aserver, or share character data between his/her terminal devices via aserver. Below, each of the devices will be described.

1-1-1. First Game Device 1

First game device 1 is a portable information-processing device by whicha player plays a game. FIG. 2 is a block diagram showing an example of aconfiguration of first game device 1. First game device 1 shown in thefigure includes control unit 11, storage unit 12, display unit 13,operation input unit 14, network communication unit 15, and localcommunication unit 16. Below, each of the components will be described.

Control unit 11 includes a processor such as a CPU or a GPU and avolatile memory. Control unit 11 executes programs stored in storageunit 12.

Storage unit 12 is a storage device such as a flash memory. Storage unit12 stores programs that are executed by control unit 11, and includegame program P1 and data management program P2. Game program P1 is aprogram for performing processing of game G1. Game G1 provided by gameprogram P1 is a game in which a game player collects characters in agame space and trains them by having them battle other characters. Datamanagement program P2 is a program for storing or retrieving characterdata used in game G1 in/from first server 4. These programs are programsthat may be distributed via a network such as the Internet or by use ofa non-transitory storage medium.

Storage unit 12 also stores data on characters that have been collectedby a player of game G1. Each of character data indicates a set ofparameters including a name, a level, a type, and ability values of acharacter, a name of a game in which the character has been acquired, aname of a user who has acquired the character, and a name of a user whopossesses the character. Hereafter, such character data will be referredto as “character data D1.”

Display unit 13 is a display device such as a liquid crystal display oran organic EL display.

Operation input unit 14 is an input device such as a touch sensorprovided on top of display unit 13, a cross key, or an analog stick.

Network communication unit 15 is a communication module that performsInternet communication with first game device 1 (not shown) used byanother user or first server 4.

Local communication unit 16 is a communication module for performinglocal communication with first game device 1 (not shown) used by anotheruser. The phrase “local communication” refers to communication using anear field communication technique.

Control unit 11 described above executes game program P1 stored instorage unit 12 to provide a function of game processing unit 111.Control unit 11 also executes data management program P2 stored instorage unit 12 to provide functions of character data sending unit 112and character data receiving unit 113. Below, each of the functions willbe described.

Game processing unit 111 performs processing of game G1 to enable userU1 to play game G1. Game processing unit 111 performs the processing byuse of character data D1 stored in storage unit 12.

Character data sending unit 112 sends character data D1 stored instorage unit 12 to first server 4 to store the character data in theserver. Character data D1 sent to first server 4 is deleted from storageunit 12.

Character data receiving unit 113 receives character data D1 that hasbeen retrieved from first server 4. Character data D1 received fromfirst server 4 is stored in storage unit 12.

1-1-2. First Server 4

First server 4 is an information-processing device for storing characterdata D1 acquired by first game device 1. FIG. 3 is a block diagramshowing an example of a configuration of first server 4. First server 4shown in the figure includes control unit 41, storage unit 42, andcommunication unit 43. Below, each of the components will be described.

Control unit 41 includes a processor such as a CPU or a GPU and avolatile memory. Control unit 41 executes programs stored in storageunit 42.

Storage unit 42 is a storage device such as a hard disk. Storage unit 42stores programs that are executed by control unit 41, and include datamanagement program P3. Data management program P3 is a program forreceiving or returning character data D1 from/to first game device 1,and for migrating character data D1 that first server 4 has receivedfrom first game device 1 to second server 5. Data management program P3is a program that may be distributed via a network such as the Internetor a non-transitory storage medium.

Storage unit 42 also stores character management DB 421 as a databasefor managing character data D1 that first server 4 has received fromfirst game device 1. In character management DB 421, each item ofcharacter data D1 is stored in association with a user ID uniquelyidentifying user U1 who has stored the character data in first server 4,and a number of a virtual box in which the character data is stored. Avirtual box can store 30 items of character data D1, and a user isprovided with 100 virtual boxes, so that a user can store up to 3,000items of character data D1 in first server 4.

Communication unit 43 is a communication module for performing Internetcommunication with first game device 1 or second server 5.

Control unit 41 described above executes data management program P3stored in storage unit 42 to provide functions of character datareceiving unit 411, character data sending unit 412, and character datamigration unit 413. Below, each of the functions will be described.

Character data receiving unit 411 receives character data D1 sent fromfirst game device 1 for storage. The received character data D1 isstored in character management DB 421 in association with a user ID ofuser U1 of first game device 1 and a box number designated by the user.

Character data sending unit 412 sends to first game device 1 characterdata D1 requested by first game device 1. The sent character data D1 isdeleted from character management DB 421.

Character data migration unit 413 sends character data D1 stored incharacter management DB 421 to second server 5 for data migration. Thecharacter data D1 is sent in association with a user ID and a box numberthat are associated with the character data D1 in character managementDB 421. The sent character data D1 is deleted from character managementDB 421.

1-1-3. Second Game Device 2

Second game device 2 is a portable information-processing device bywhich a player plays a game. Second game device 2 is a game device of adifferent type from first game device 1. FIG. 4 is a block diagramshowing an example of a configuration of second game device 2. Secondgame device 2 shown in the figure includes control unit 21, storage unit22, display unit 23, operation input unit 24, network communication unit25, and local communication unit 26. Below, each of the components willbe described.

Control unit 21 includes a processor such as a CPU or a GPU and avolatile memory. Control unit 21 executes programs stored in storageunit 22.

Storage unit 22 is a storage device such as a flash memory. Storage unit22 stores programs to be executed by control unit 21, which include gameprogram P4 and data management program P5. Game program P4 is a programfor performing processing of game G2. Game G2 provided by game programP4 is a game in which a game player collects characters in a game spaceand trains them by having them battle other characters, as in the caseof game G1. In game G2, character data D1 used in game G1 may be used.However, since game G2 is a game of a different type from game G1,character data D1 cannot be directly migrated from first game device 1running game G1 to second game device 2 running game G2. Data managementprogram P5 is a program for storing or retrieving character data used ingame G2 in/from second server 5. These programs are programs that may bedistributed via a network such as the Internet or by use of anon-transitory storage medium.

Storage unit 22 also stores data on characters that have been collectedby a player of game G2. Character data stored in storage unit 22 includecharacter data D1 described above and character data (hereinafterreferred to as “character data D2”) that is generated by adding tocharacter data D1 a management ID uniquely identifying the characterdata. The management ID included in character data D2 is assigned bysecond server 5.

Display unit 23 is a display device such as a liquid crystal display oran organic EL display.

Operation input unit 24 is an input device such as a touch sensorprovided on top of display unit 23, a cross key, or an analog stick.

Network communication unit 25 is a communication module for performingInternet communication with second game device 2 (not shown) used byanother user or second server 5.

Local communication unit 26 is a communication module for performinglocal communication with second game device 2 (not shown) used byanother user. The phrase “local communication” refers to communicationusing a near field communication technique.

Control unit 21 described above executes game program P4 stored instorage unit 22 to provide a function of game processing unit 211.Control unit 21 also executes data management program P5 stored instorage unit 22 to provide functions of character data sending unit 212,character data receiving unit 213, display processing unit 214, andstorage processing unit 215. Below, each of the functions will bedescribed.

Game processing unit 211 performs processing of game G2 to enable userU1 to play game G2. Game processing unit 211 performs the processing byuse of character data D1 or D2 stored in storage unit 22.

Game processing unit 211 enables multi-play of game G2 with another userof second game device 2 by use of network communication unit 25 or localcommunication unit 26. During processing of game G2, game processingunit 211 can exchange character data D1 or D2 with the second gamedevice 2. If game processing unit 211 has sent character data D1 or D2to the second game device 2, game processing unit 211 deletes the sentdata from storage unit 22. If game processing unit 211 has receivedcharacter data D1 or D2 from the second game device 2, game processingunit 211 changes a name of a user assigned to a character in thereceived data to a name of user U1, and thereafter stores the data instorage unit 22.

Character data sending unit 212 sends character data D1 or D2 stored instorage unit 22 to second server 5 to store the character data in theserver. The sent character data D1 or D2 is deleted from storage unit22.

Character data receiving unit 213 requests and receives character dataD2 stored in second server 5.

Display processing unit 214 causes display unit 23 to display acharacter selection screen in which character data D1 or D2 is selectedto be stored in or retrieved from second server 5. The characterselection screen includes a list of items of character data D2 receivedby character data receiving unit 213 (in other words, character data D2stored in second server 5) and a list of items of character data D1 orD2 stored in storage unit 22 of second game device 2. In the formerlist, user U1 selects character data D2 to be retrieved from secondserver 5, and in the latter list, user U1 selects character data D1 orD2 to be stored in second server 5.

Storage processing unit 215 stores, in storage unit 22, character dataD2 selected by user U1 as a retrieval target from among items ofcharacter data D2 received by character data receiving unit 213. Whendoing so, if character data D2 to be stored in storage unit 22 lacks oneor more parameters (for example, some ability values) used in game G2,storage processing unit 215 automatically adds the parameters to thecharacter data. The parameters to be added are determined based on atype of the game and a pre-determined data conversion rule.

After storing character data D2 in storage unit 22, storage processingunit 215 sends a retrieval notification to second server 5 to notify theserver of the retrieved character data D2. The retrieval notificationincludes a management ID of the retrieved character data D2, and gamename information as identification information of game G2 executed insecond game device 2.

1-1-4. Smartphone 3

Smartphone 3 is a portable information-processing device by which aplayer exchanges or browses character data D2 used in game G2 describedabove. FIG. 5 is a block diagram showing an example of a configurationof smartphone 3. Smartphone 3 shown in the figure includes control unit31, storage unit 32, display unit 33, operation input unit 34, andcommunication unit 35. Below, each of the components will be described.

Control unit 31 includes a processor such as a CPU or a GPU and avolatile memory. Control unit 31 executes programs stored in storageunit 32.

Storage unit 32 is a storage device such as a flash memory. Storage unit32 stores programs to be executed by control unit 31, which include datamanagement program P6. Data management program P6 is a program forstoring or retrieving character data D1 or D2 used in game G2 in/fromsecond server 5, for exchanging character data D1 or D2 with smartphone3 used by another user, and for migrating character data D1 stored infirst server 4 to second server 5. Data management program P6 is aprogram that may be distributed via a network such as the Internet or anon-transitory storage medium.

Storage unit 32 also stores character data D1 or D2 used in game G2.

Display unit 33 is a display device such as a liquid crystal display oran organic EL display.

Operation input unit 34 is an input device such as a touch sensorprovided on top of display unit 33.

Communication unit 35 is a communication module for performing Internetcommunication with smartphone 3 (not shown) used by another user orsecond server 5.

Control unit 31 described above executes data management program P6stored in storage unit 32 to provide functions of character data sendingunit 311, character data receiving unit 312, display processing unit313, storage processing unit 314, character data exchange unit 315, useright purchase processing unit 316, and data migration request unit 317.Below, each of the functions will be described.

Character data sending unit 311 sends character data D1 or D2 stored instorage unit 32 to second server 5 to store the character data in theserver. The sent character data D1 or D2 is deleted from storage unit32.

Character data receiving unit 312 requests and receives character dataD2 stored in second server 5.

Display processing unit 313 causes display unit 33 to display acharacter selection screen in which character data D1 or D2 is selectedto be stored in or retrieved from second server 5. The characterselection screen includes a list of items of character data D2 receivedby character data receiving unit 312 (in other words, character data D2stored in second server 5) and a list of items of character data D1 orD2 stored in storage unit 32 of smartphone 3. In the former list, userU1 selects character data D2 to be retrieved from second server 5, andin the latter list, user U1 selects character data D1 or D2 to be storedin second server 5.

Storage processing unit 314 stores, in storage unit 32, character dataD2 selected by user U1 as a retrieval target from among items ofcharacter data D2 received by character data receiving unit 312. Afterstoring character data D2 in storage unit 32, storage processing unit314 sends a retrieval notification to second server 5 to notify theserver of the retrieved character data D2. The retrieval notificationincludes a management ID of the retrieved character data D2.

Character data exchange unit 315 exchanges character data D1 or D2 withsmartphone 3 used by another user by use of communication unit 35. Ifcharacter data exchange unit 315 has sent character data D1 or D2 to thesmartphone 3, character data exchange unit 315 deletes the sent datafrom storage unit 32. If character data exchange unit 315 has receivedcharacter data D1 or D2 from the smartphone 3, character data exchangeunit 315 changes a name of a user possessing a character in the receiveddata to a name of user U1, and thereafter stores the data in storageunit 32.

Use right purchase processing unit 316 performs processing forpurchasing a right to use extended functions of the data storage serviceprovided by second server 5. The extended functions of the data storageservice include a function of increasing the number of items ofcharacter data D2 that can be stored in or retrieved from second server5, and a function of migrating character data D1 of user U1 stored infirst server 4 to second server 5. User U1 can use these functions bypurchasing a right to use the extended functions. User U1 performs apredetermined operation to purchase a right to use the extendedfunctions, in response to which use right purchase processing unit 316sends a use purchase request to second server 5.

Data migration request unit 317, in response to a predeterminedoperation performed by user U1, sends to second server 5 a request tomigrate character data D1 of user U1 from first server 4 to secondserver 5. Character data D1 to be migrated may be specified on a boxbasis or all at once.

1-1-5. Second Server 5

Second server 5 is a server mainly for storing character data D2acquired by second game device 2 or smartphone 3. FIG. 6 is a blockdiagram showing an example of a configuration of second server 5. Secondserver 5 shown in the figure includes control unit 51, storage unit 52,and communication unit 53. Below, each of the components will bedescribed.

Control unit 51 includes a processor such as a CPU or a GPU and avolatile memory. Control unit 51 executes programs stored in storageunit 52.

Storage unit 52 is a storage device such as a hard disk. Storage unit 52stores programs to be executed by control unit 51, which include datamanagement program P7. Data management program P7 is a program forreceiving or returning character data D1 or D2 from/to second gamedevice 2 or smartphone 3, and for receiving character data D1 migratedfrom first server 4. Data management program P7 is a program that may bedistributed via a network such as the Internet or a non-transitorystorage medium.

Storage unit 52 also stores character management DB 521 as a databasefor managing character data D2 stored by user U1. In charactermanagement DB 521, a user ID of user U1 who has stored character dataD2, sets of a number of a virtual box in which the character data D2 isstored, a management ID included in the character data D2, and flaginformation indicative of whether the character data D2 can be retrievedare stored. The flag information stored in the character management DB521 remains set at “true (retrievable)” while the character data D2 isstored in second server 5, and remains set at “false (not retrievable)”while the character data D2 is not stored in second server 5. Byreferring to character management DB 521, it is possible to check whichuser stores which character data D2. A virtual box can store 30 items ofcharacter data D2, and a user is provided with a virtual box. A user canuse 200 virtual boxes by purchasing a right to use the extendedfunctions; namely, a user can store up to 6,000 items of character dataD2.

Storage unit 52 also stores character information DB 522 as a databasefor managing parameters of character data D2 stored by user U1. Incharacter information DB 522, sets of character data D2 and a parameterindicative of a name of a game in which the character data D2 iscurrently used are stored. The character data D2 stored in characterinformation DB 522 is retained even after the data is retrieved by userU1 or a right of user U1 to use the extended functions expires.

Storage unit 52 also stores operation log DB 523 as a database formanaging an operation log of character data D2 stored by user U1. Inoperation log DB 523, sets of a management ID included in character dataD2, an operation performed on the character data D2, and a date and timeof the operation are stored. The operation stored in operation log DB523 includes, for example, an operation for storing the character dataD2 in second server 5 or an operation for retrieving the character dataD2 from second server 5.

Storage unit 52 also stores right information DB 524 as a database formanaging a right of user U1 to use the extended functions. In rightinformation DB 524, sets of a user ID of user U1 and a valid period of aright to use the extended functions are stored. By referring to rightinformation DB 524, it is possible to check whether user U1 has a rightto use the extended functions.

Now, communication unit 53 is a communication module for performingInternet communication with second game device 2, smartphone 3, or firstserver 4.

Control unit 51 described above executes data management program P7stored in storage unit 52 to provide functions of character datamigration unit 511, character data sending unit 512, character datareceiving unit 513, retrieval accepting unit 514, and settlementprocessing unit 515. Below, each of the functions will be described.

Character data migration unit 511, upon accepting a data migrationrequest sent from smartphone 3, determines whether to perform datamigration. Specifically, character data migration unit 511 refers toright information DB 524 to determine whether a right of user U1 to usethe extended functions is valid. As a result of the determination, in acase where the right of user U1 to use the extended functions is valid,character data migration unit 511 sends a one-time password tosmartphone 3. On the other hand, in a case where the right is invalid,character data migration unit 511 sends a notification to smartphone 3that data migration is not available.

Smartphone 3, upon receiving the one-time password, causes display unit33 to display it. Seeing the one-time password, user U1 inputs theone-time password to first game device and sends it to first server 4.The one-time password sent to first server 4 is transferred to secondserver 5, and character data migration unit 511 of second server 5matches the one-time password with the one-time password sent tosmartphone 3. As a result of the matching, in a case where the twoone-time passwords match, character data migration unit 511 specifiesitems of character data D1 to be migrated and instructs first server 4to perform data migration. On the other hand, in a case where the twoone-time passwords do not match, character data migration unit 511notifies first server 4 of the mismatch. First server 4, upon receivingthe notification, sends a notification that the input one-time passwordis incorrect to first game device 1, whereby first game device 1displays the message.

First server 4, upon receiving the instruction of data migration fromcharacter data migration unit 511, sends each of the specified items ofcharacter data D1 to second server 5, in association with acorresponding user ID and box number. Character data migration unit 511of second server 5 assigns a management ID to each of the sent items ofcharacter data D1, and stores sets of an assigned management ID, acorresponding user ID and box number, and flag information “true” incharacter management DB 521. Flag information “true” associated with amanagement ID indicates that character data D1 to which a management IDis assigned (in other words, character data D2) can be retrieved.Character data migration unit 511 also associates each of sent items ofcharacter data D1 with an assigned management ID to generate items ofcharacter data D2, and stores the generated items of character data D2in character information DB 522. When doing so, if character data D2 tobe stored in character information DB 522 lacks one or more parameters(for example, some ability values) used in game G2, character datamigration unit 511 automatically adds the parameters to the characterdata D2. The parameters to be added are determined based on a type ofthe game and a pre-determined data conversion rule. Character datamigration unit 511 also stores, for each of sent items of character dataD1, a set of an assigned management ID, information indicating that datahas been migrated from first server 4, and a date and time of themigration in operation log DB 523.

Now, character data sending unit 512, upon accepting a request fromsecond game device 2 or smartphone 3 to send character data D2,determines a maximum number of items of character data D2 that can besent. Specifically, character data sending unit 512 refers to rightinformation DB 524, and in a case where a right of user U1 to use theextended functions is valid, sets a maximum number to “6000”(substantially no upper limit), and in a case where the right isinvalid, sets a maximum number to “30.” The maximum number is determinedbased on a maximum number of items of character data D2 that can bestored in second server 5. After determining a maximum number, characterdata sending unit 512 identifies the number of items of character dataD2 stored for user U1. Specifically, character data sending unit 512refers to character management DB 521 to identify the number ofmanagement IDs associated with a user ID of user U1 and with flaginformation “true.” When the identified number of management IDs isequal to or less than the determined maximum number, character datasending unit 512 acquires items of character data D2 including theidentified management IDs from character information DB 522 to send themto the source of the request to send character data D2. On the otherhand, when the identified number of management IDs exceeds thedetermined maximum number, character data sending unit 512 refers tooperation log DB 523 to identify 30 management IDs from among theidentified management IDs in ascending order of operation date and time.Then, character data sending unit 512 acquires items of character dataD2 including the identified management IDs from character information DB522 and sends them to the source of the request to send character dataD2.

Character data receiving unit 513, upon accepting character data D1 orD2 to be stored, sent from second game device 2 or smartphone 3,determines a maximum number of items of character data D2 that can bestored. Specifically, character data receiving unit 513 refers to rightinformation DB 524, and in a case where a right of user U1 to use theextended functions is valid, sets a maximum number to “6000,” and in acase where the right is invalid, sets a maximum number to “30.” Afterdetermining a maximum number, character data receiving unit 513identifies the number of items of character data D2 stored for user U1.Specifically, character data receiving unit 513 refers to charactermanagement DB 521 to identify the number of management IDs associatedwith a user ID of user U1 and with flag information “true.” Then,character data receiving unit 513 calculates a total of the identifiednumber of management IDs and the number of items of character data D1 orD2 to be stored, and determines whether the calculated total is equal toor less than the determined maximum number. As a result of thedetermination, in a case where the calculated total is equal to or lessthan the determined maximum number, character data receiving unit 513determines to store the character data D1 or D2 to be stored. On theother hand, in a case where the calculated total exceeds the determinedmaximum number, character data receiving unit 513 sends back a messageindicating that a maximum storable number is to be exceeded.

If it is determined to store the character data D1 or D2, character datareceiving unit 513 assigns a management ID to character data D1, andstores a set of the assigned management ID, a user ID of user U1, a boxnumber assigned to user U1, and flag information “true” in charactermanagement DB 521. The flag information “true” associated with themanagement ID indicates that the character data D1 to which themanagement ID is assigned (in other words, character data D2) can beretrieved. Character data receiving unit 513 also associates thecharacter data D1 with the assigned management ID to generate characterdata D2, and stores the generated character data D2 in characterinformation DB 522. Character data receiving unit 513 also stores a setof the assigned management ID, information indicating that data has beenstored, and a date and time of the storage in operation log DB 523.

As for character data D2 to be stored, character data receiving unit 513changes a user ID, a box number, and flag information “false” that areassociated with a management ID of the character data D2 in charactermanagement DB 521, to a user ID of user U1, a box number assigned touser U1, and flag information “true,” respectively. Character datareceiving unit 513 also updates parameters associated with themanagement ID of the character data D2 in character information DB 522with parameters of the character data D2. Character data receiving unit513 also stores a set of the management ID of the character data D2,information indicating that data has been stored, and a date and time ofthe storage in operation log DB 523.

Retrieval accepting unit 514, upon accepting a retrieval notificationsent from second game device 2 or smartphone 3, extracts a management IDfrom the accepted retrieval notification, and changes flag information“true” associated with extracted management ID in character managementDB 521 to “false.” The flag information “false” newly associated withthe management ID indicates that character data D2 including themanagement ID cannot be retrieved. Retrieval accepting unit 514 alsoextracts game name information from the accepted retrieval notification,and updates game name information associated with the extractedmanagement ID extracted in character information DB 522, with theextracted game name information. The game name information newlyassociated with the management ID indicates a name of a game in whichcharacter data D2 including the management ID is currently used.Retrieval accepting unit 514 also stores a set of the extractedmanagement ID, information indicating that data has been retrieved, anda date and time of the retrieval in operation log DB 523.

Settlement processing unit 515, upon accepting a request to purchase aright to use the extended functions sent from smartphone 3, performsprocessing for settling payment of the purchase. On successfulsettlement, settlement processing unit 515 updates valid periodinformation of user U1 stored in right information DB 524 so that theright of user U1 to use the extended functions is valid for apredetermined period.

1-2. Operation

Now, operations of the character data management system will bedescribed. In the following, in particular, an operation in which firstserver 4 migrates character data D1 to second server 5, an operation inwhich second game device 2 stores and retrieves character data D1 or D2in/from second server 5, and an operation in which smartphone 3 storesand retrieves character data D1 or D2 in/from second server 5 aredescribed.

1-2-1. Operation for Data Migration

FIG. 7 is a sequence diagram showing an example of an operation in whichfirst server 4 migrates character data D1 to second server 5.

User U1 who wishes to transfer his/her character data D1 operatessmartphone 3 to input an instruction to migrate character data D1 (stepSa1). In response to the instruction, data migration request unit 317 ofsmartphone 3 sends to second server 5 a request to migrate characterdata D1 of user U1 from first server 4 to second server 5 (step Sa2).

Character data migration unit 511 of second server 5, upon accepting therequest sent from smartphone 3, determines whether to perform datamigration (step Sa3). Specifically, character data migration unit 511refers to right information DB 524 to determine whether a right to usethe extended functions of user U1 is valid. As a result of thedetermination, in a case where the right of user U1 to use the extendedfunctions is valid, character data migration unit 511 issues a one-timepassword and sends it to smartphone 3 (step Sa4). On the other hand, ina case where the right is invalid, character data migration unit 511sends a notification to smartphone 3 that data migration is notavailable, which step is not shown.

Smartphone 3, upon receiving the one-time password, causes display unit33 to display it (step Sa5). User U1 inputs the one-time password tofirst game device (step Sa6) and sends it to first server 4 (step Sa7).The one-time password sent to first server 4 is transferred to secondserver 5 (step Sa8), and character data migration unit 511 of secondserver 5 matches the one-time password with the one-time password sentto smartphone 3 (step Sa9). As a result of the matching, in a case wherethe two one-time passwords match, character data migration unit 511specifies items of character data D1 to be migrated and instructs firstserver 4 to perform data migration (step Sa10). On the other hand, in acase where the two one-time passwords do not match, character datamigration unit 511 notifies first server 4 of the mismatch, which stepis not shown. First server 4, upon receiving the notification, sends anotification that the input one-time password is incorrect to first gamedevice 1, whereby first game device 1 displays the message, which stepis not shown.

Character data migration unit 413 of first server 4, upon accepting theinstruction of data migration from character data migration unit 511,sends each of the specified items of character data D1 to second server5, in association with a corresponding user ID and box number (stepSa11). Character data migration unit 511 of second server 5 assigns amanagement ID to each of the sent items of character data D1 (stepSa12), and stores sets of an assigned management ID, a correspondinguser ID and box number, and flag information “true” in charactermanagement DB 521 (step Sa13). Flag information “true” associated with amanagement ID indicates that character data D1 to which a management IDis assigned (in other words, character data D2) can be retrieved.Character data migration unit 511 also associates each of sent items ofcharacter data D1 with an assigned management ID to generate items ofcharacter data D2, and stores the generated items of character data D2in character information DB 522 (step Sa14). When doing so, if characterdata D2 to be stored in character information DB 522 lacks one or moreparameters (for example, some ability values) used in game G2, characterdata migration unit 511 automatically adds the parameters to thecharacter data D2. The parameters to be added are determined based on atype of the game and a pre-determined data conversion rule. Characterdata migration unit 511 also stores, for each of sent items of characterdata D1, a set of an assigned management ID, information indicating thatdata has been migrated from first server 4, and a date and time of themigration in operation log DB 523 (step Sa15).

The foregoing is a description of the operation for data migration.

1-2-2. Operation in which Second Game Device 2 Stores and Retrieves Data

FIGS. 8 and 9 are sequence diagrams showing an example of an operationin which second game device 2 stores and retrieves character data D1 orD2 in/from second server 5.

User U1 who wishes to store and retrieve his/her character data D1 or D2operates second game device 2 to input an instruction to display acharacter selection screen (step Sb1). In response to the instruction,character data receiving unit 213 of second game device 2 sends arequest to second server 5 to send character data D2 stored therein(step Sb2).

Character data sending unit 512 of second server 5, upon accepting therequest sent from second game device 2, determines a maximum number ofitems of character data D2 that can be sent (step Sb3). Specifically,character data sending unit 512 refers to right information DB 524, andin a case where a right of user U1 to use the extended functions isvalid, sets a maximum number to “6000” (substantially no upper limit),and in a case where the right is invalid, sets a maximum number to “30.”After determining a maximum number, character data sending unit 512identifies the number of items of character data D2 stored for user U1(step Sb4). Specifically, character data sending unit 512 refers tocharacter management DB 521 to identify the number of management IDsassociated with a user ID of user U1 and with flag information “true.”When the identified number of management IDs is equal to or less thanthe determined maximum number, character data sending unit 512 acquiresitems of character data D2 including the identified management IDs fromcharacter information DB 522 and sends them to second game device 2(step Sb5). On the other hand, when the identified number of managementIDs exceeds the determined maximum number, character data sending unit512 refers to operation log DB 523 to identify 30 management IDs fromamong the identified management IDs in ascending order of operation dateand time, which step is not shown. Then, character data sending unit 512acquires items of character data D2 including the identified managementIDs from character information DB 522 and sends them to second gamedevice 2 (step Sb5).

Display processing unit 214 of second game device 2, upon acquiring theitems of character data D2 sent from second server 5, causes displayunit 23 to display a character selection screen (step Sb6). Thecharacter selection screen includes a list of the items of characterdata D2 stored in second server 5 and a list of items of character dataD1 or D2 stored in storage unit 22 of second game device 2. In thelatter list, if user U1 selects character data D1 or D2 to be stored insecond server 5 (step Sb7), character data sending unit 212 of secondgame device 2 sends the selected character data D1 or D2 to secondserver 5 (step Sb8). The character data D1 or D2 sent to second server 5is deleted from storage unit 22 (step Sb9).

Character data receiving unit 513 of second server 5, upon accepting thecharacter data D1 or D2 to be stored, sent from second game device 2,determines a maximum number of items of character data D2 that can bestored (step Sb10). Specifically, character data receiving unit 513refers to right information DB 524, and in a case where a right of userU1 to use the extended functions is valid, sets a maximum number to“6000,” and in a case where the right is invalid, sets a maximum numberto “30.” After determining a maximum number, character data receivingunit 513 identifies the number of items of character data D2 stored foruser U1 (step Sb11). Specifically, character data receiving unit 513refers to character management DB 521 to identify the number ofmanagement IDs associated with a user ID of user U1 and with flaginformation “true.” Then, character data receiving unit 513 calculates atotal of the identified number of management IDs and the number of itemsof character data D1 or D2 to be stored (step Sb12), and determineswhether the calculated total is equal to or less than the determinedmaximum number (step Sb13). As a result of the determination, in a casewhere the calculated total is equal to or less than the determinedmaximum number, character data receiving unit 513 determines to storethe character data D1 or D2 to be stored (step Sb14). On the other hand,in a case where the calculated total exceeds the determined maximumnumber, character data receiving unit 513 sends back a messageindicating that a maximum storable number is to be exceeded, which stepis not shown.

If it is determined to store the character data D1 or D2, character datareceiving unit 513 assigns a management ID to character data D1 (stepSb15), and stores a set of the assigned management ID, a user ID of userU1, a box number assigned to user U1, and flag information “true” incharacter management DB 521 (step Sb16). The flag information “true”associated with the management ID indicates that the character data D1to which the management ID is assigned (in other words, character dataD2) can be retrieved. Character data receiving unit 513 also associatesthe character data D1 with the assigned management ID to generatecharacter data D2, and stores the generated character data D2 incharacter information DB 522 (step Sb17). Character data receiving unit513 also stores a set of the assigned management ID, informationindicating that data has been stored, and a date and time of the storagein operation log DB 523 (step Sb18).

As for character data D2 to be stored, character data receiving unit 513changes a user ID, a box number, and flag information “false” that areassociated with a management ID of the character data D2 in charactermanagement DB 521, to a user ID of user U1, a box number assigned touser U1, and flag information “true,” respectively (step Sb19).Character data receiving unit 513 also updates parameters associatedwith the management ID of the character data D2 in character informationDB 522 with parameters of the character data D2 (step Sb20). Characterdata receiving unit 513 also stores a set of the management ID of thecharacter data D2, information indicating that data has been stored, anda date and time of the storage in operation log DB 523 (step Sb21).

In the latter list displayed on display unit 23 of second game device 2,if user U1 selects character data D2 as data to be retrieved from secondserver 5 (step Sb22), storage processing unit 215 of second game device2 stores the selected character data D2 in storage unit 22 (step Sb23).When doing so, if the character data D2 to be stored in storage unit 22lacks one or more parameters (for example, some ability values) used ingame G2, storage processing unit 215 automatically adds the parametersto the character data. The parameters to be added are determined basedon a type of the game and a pre-determined data conversion rule.

After storing the character data D2 in storage unit 22, storageprocessing unit 215 sends a retrieval notification to second server 5 tonotify the server of the retrieved character data D2 (step Sb24). Theretrieval notification includes a management ID of the retrievedcharacter data D2, and game name information of game G2 executed insecond game device 2.

Retrieval accepting unit 514, upon accepting the retrieval notificationsent from second game device 2, extracts the management ID from theaccepted retrieval notification, and changes flag information “true”associated with extracted management ID in character management DB 521to “false” (step Sb25). The flag information “false” newly associatedwith the management ID indicates that the character data D2 includingthe management ID cannot be retrieved. Retrieval accepting unit 514 alsoextracts game name information from the accepted retrieval notification,and updates game name information associated with the extractedmanagement ID extracted in character information DB 522, with theextracted game name information (step Sb26). The game name informationnewly associated with the management ID indicates a name of a game inwhich the character data D2 including the management ID is currentlyused. Retrieval accepting unit 514 also stores a set of the extractedmanagement ID, information indicating that data has been retrieved, anda date and time of the retrieval in operation log DB 523 (step Sb27).

The foregoing is a description of the operation in which second gamedevice 2 stores and retrieves data.

1-2-3. Operation in which Smartphone 3 Stores and Retrieves Data

FIGS. 10 and 11 are sequence diagrams showing an example of an operationin which smartphone 3 stores and retrieves character data D1 or D2in/from second server 5.

User U1 who wishes to store and retrieve his/her character data D1 or D2operates smartphone 3 to input an instruction to display a characterselection screen (step Sc1). In response to the instruction, characterdata receiving unit 312 of smartphone 3 sends a request to second server5 to send character data D2 stored therein (step Sc2).

Character data sending unit 512 of second server 5, upon accepting therequest sent from smartphone 3, determines a maximum number of items ofcharacter data D2 that can be sent (step Sc3). Specifically, characterdata sending unit 512 refers to right information DB 524, and in a casewhere a right of user U1 to use the extended functions is valid, sets amaximum number to “6000” (substantially no upper limit), and in a casewhere the right is invalid, sets a maximum number to “30.” Afterdetermining a maximum number, character data sending unit 512 identifiesthe number of items of character data D2 stored for user U1 (step Sc4).Specifically, character data sending unit 512 refers to charactermanagement DB 521 to identify the number of management IDs associatedwith a user ID of user U1 and with flag information “true.” When theidentified number of management IDs is equal to or less than thedetermined maximum number, character data sending unit 512 acquiresitems of character data D2 including the identified management IDs fromcharacter information DB 522 and sends them to smartphone 3 (step Sc5).On the other hand, when the identified number of management IDs exceedsthe determined maximum number, character data sending unit 512 refers tooperation log DB 523 to identify 30 management IDs from among theidentified management IDs in ascending order of operation date and time,which step is not shown. Then, character data sending unit 512 acquiresitems of character data D2 including the identified management IDs fromcharacter information DB 522 and sends them to smartphone 3 (step Sc5).

Display processing unit 313 of smartphone 3, upon acquiring the items ofcharacter data D2 sent from second server 5, causes display unit 33 todisplay a character selection screen (step Sc6). The character selectionscreen includes a list of items of character data D2 stored in secondserver 5 and a list of items of character data D1 or D2 stored instorage unit 32 of smartphone 3. In the latter list, if user U1 selectscharacter data D1 or D2 to be stored in second server 5 (step Sc7),character data sending unit 311 of smartphone 3 sends the selectedcharacter data D1 or D2 to second server 5 (step Sc8). The characterdata D1 or D2 sent to second server 5 is deleted from storage unit 32(step Sc9).

Character data receiving unit 513 of second server 5, upon accepting thecharacter data D1 or D2 to be stored, sent from smartphone 3, determinesa maximum number of items of character data D2 that can be stored (stepSc10). Specifically, character data receiving unit 513 refers to rightinformation DB 524, and in a case where a right of user U1 to use theextended functions is valid, sets a maximum number to “6000,” and in acase where the right is invalid, sets a maximum number to “30.” Afterdetermining a maximum number, character data receiving unit 513identifies the number of items of character data D2 stored for user U1(step Sc11). Specifically, character data receiving unit 513 refers tocharacter management DB 521 to identify the number of management IDsassociated with a user ID of user U1 and with flag information “true.”Then, character data receiving unit 513 calculates a total of theidentified number of management IDs and the number of items of characterdata D1 or D2 to be stored (step Sc12), and determines whether thecalculated total is equal to or less than the determined maximum number(step Sc13). As a result of the determination, in a case where thecalculated total is equal to or less than the determined maximum number,character data receiving unit 513 determines to store the character dataD1 or D2 to be stored (step Sc14). On the other hand, in a case wherethe calculated total exceeds the determined maximum number, characterdata receiving unit 513 sends back a message indicating that a maximumstorable number is to be exceeded, which step is not shown.

If it is determined to store the character data D1 or D2, character datareceiving unit 513 assigns a management ID to character data D1 (stepSc15), and stores a set of the assigned management ID, a user ID of userU1, a box number assigned to user U1, and flag information “true” incharacter management DB 521 (step Sc16). The flag information “true”associated with the management ID indicates that the character data D1to which the management ID is assigned (in other words, character dataD2) can be retrieved. Character data receiving unit 513 also associatesthe character data D1 with the assigned management ID to generatecharacter data D2, and stores the generated character data D2 incharacter information DB 522 (step Sc17). Character data receiving unit513 also stores a set of the assigned management ID, informationindicating that data has been stored, and a date and time of the storagein operation log DB 523 (step Sc18).

As for character data D2 to be stored, character data receiving unit 513changes a user ID, a box number, and flag information “false” which areassociated with a management ID of the character data D2 in charactermanagement DB 521, to a user ID of user U1, a box number assigned touser U1, and flag information “true,” respectively (step Sc19).Character data receiving unit 513 also updates parameters associatedwith the management ID of the character data D2 in character informationDB 522 with parameters of the character data D2 (step Sc20). Characterdata receiving unit 513 also stores a set of the management ID of thecharacter data D2, information indicating that data has been stored, anda date and time of the storage in operation log DB 523 (step Sc21).

In the latter list displayed on display unit 33 of smartphone 3, if userU1 selects character data D2 as data to be retrieved from second server5 (step Sc22), storage processing unit 314 of smartphone 3 stores theselected character data D2 in storage unit 32 (step Sc23).

After storing the character data D2 in storage unit 32, storageprocessing unit 314 sends a retrieval notification to second server 5 tonotify the server of the retrieved character data D2 (step Sc24). Theretrieval notification includes a management ID of the retrievedcharacter data D2.

Retrieval accepting unit 514, upon accepting the retrieval notificationsent from smartphone 3, extracts the management ID from the acceptedretrieval notification, and changes flag information “true” associatedwith extracted management ID in character management DB 521 to “false”(step Sc25). The flag information “false” newly associated with themanagement ID indicates that the character data D2 including themanagement ID cannot be retrieved. Retrieval accepting unit 514 alsostores a set of the extracted management ID, information indicating thatdata has been retrieved, and a date and time of the retrieval inoperation log DB 523 (step Sc26).

The foregoing is a description of the operation in which smartphone 3stores and retrieves data.

In second server 5 of the character data management system, characterdata D1 is assigned a management ID to generate character data D2, andthe character data D2 is managed. The character data D2 (especially, themanagement ID) is retained in second server 5 even after the characterdata D2 is retrieved by user U1. Accordingly, when the character data D2is again stored in second server 5, whose parameters have changed, itcan be determined in second server 5 that the character data D2 has beenstored in the past.

In the character data management system, it is determined, based onwhether user U1 has a right to use the extended functions, whether tomigrate character data D1 from first server 4 to second server 5, andhow many items of character data D2 can be stored in or retrieved fromsecond server 5. The right to use the extended functions is charged, andonly users who have purchased the right can migrate character data D1from first server 4 to second server 5, and increase the number of itemsof character data D2 that can be stored in or retrieved from secondserver 5. Accordingly, in the character data management system, anamount of communication used for exchanging character data D1 or D2 isreduced as compared with a case where use of the extended functions isnot restricted.

2. Modifications

The above embodiment may be modified as described below. Two or more ofthe following modifications may be combined with each other.

2-1. Modification 1

In the above embodiment, only user U1 appears as a user of the characterdata management system, for ease of explanation; however, the system maybe used by plural users.

2-2. Modification 2

First game device 1 and second game device 2 are not necessarily limitedto a dedicated game machine, and may be another information-processingdevice capable of performing game processing, such as a smartphone, atablet device, or a PC.

2-3. Modification 3

Smartphone 3 is merely an example of a communication device, and thefunctions of smartphone 3 may be provided in another communicationdevice such as a mobile phone, a tablet device, or a PC.

2-4. Modification 4

Each of first server 4 and second server 5 may include networkedservers.

2-5. Modification 5

Game program P1 and data management program P2 stored in first gamedevice 1 are not necessarily separate programs, and may be combined intoone program. The same applies to game program P4 and data managementprogram P5 stored in second game device 2.

2-6. Modification 6

In first server 4, a virtual box can store 30 items of character dataD1; however, the number “30” is merely an example. The virtual box maystore any number of items of character data D1. In first server 4, auser is provided with 100 virtual boxes; however, the number “100” ismerely an example. The user may be provided with any number of virtualboxes.

2-7. Modification 7

In second server 5, a virtual box can store 30 items of character dataD2; however, the number “30” is merely an example. The virtual box maystore any number of items of character data D2. In second server 5, auser not having a right to use the extended functions is provided with avirtual box, and a user having the right is provided with 200 virtualboxes; however, the numbers “1” and “200” are merely examples. Each ofthe users may be provided with any number of virtual boxes as long as auser having the right is provided with a larger number of virtual boxesthan a user not having the right.

2-8. Modification 8

In a case where a right of user U1 to use the extended functions isinvalid, character data migration unit 511 of second server 5, insteadof completely prohibiting migration of character data D1 from firstserver 4 to second server 5, may allow migration of character data D1one item at a time. By limiting the number of items of character data D1that can be migrated simultaneously to one, a significant increase in anamount of communication is avoided.

2-9. Modification 9

Character data sending unit 512 of second server 5, when determiningwhether character data D2 stored therein may be retrieved, may refer to,instead of flag information stored in character management DB 521, dataon operations and their date and time stored in operation log DB 523.For example, character data sending unit 512, upon finding thatinformation indicative of data storage is associated with a newer datethan information indicative of data retrieval, may determine that thecharacter data D2 may be retrieved, and upon finding that informationindicative of data retrieval is associated with a newer date thaninformation indicative of data storage, may determine that the characterdata D2 may not be retrieved.

2-10. Modification 10

In a case where the number of items of character data D2 stored for userU1 exceeds a maximum transmittable number, character data sending unit512 of second server 5, instead of sending 30 items of character data D2in ascending order of operation date and time, may send items ofcharacter data D2 stored in a predetermined virtual box (for example, afirst virtual box) of user U1.

2-11 Modification 11

When character data D2 has been retrieved by user U1, retrievalaccepting unit 514 of second server 5 may delete the character data D2stored in character information DB 522. Even if the character data D2 isdeleted from character information DB 522, it can be determined based ona management ID of the data retained in character management DB 521whether the character data D2 has been stored in the past.

2-12 Modification 12

Game G1 played on first game device 1 and game G2 played on second gamedevice 2 are examples of a game in which character data D1 or D2 can beused. Character data D1 or D2 may be used in a game of a genre differentfrom that of games G1 and G2.

2-13 Modification 13

Character data D1 and D2 managed in the character data management systemare examples of content data that can be managed in the system. Insteadof character data D1 and D2, data on items used in a game may be managedin the character data management system.

What is claimed is:
 1. A content data holding system comprising: a server; and at least one information-processing device capable of communicating with the server, wherein the server comprises: a content storage medium configured to store content data of content usable in different types of games; and a processor configured to run a management program of the content data, the information-processing device is configured to: store the content data; and perform at least one of transmission and reception of the content data to/from the server, the content storage medium is configured to store, as the content data, at least an ID that uniquely identifies the content, and at least one parameter used when the content is used in the games, the management program causes the processor to execute: upon a transmission request, sending the content data to the information-processing device, and retaining the sent content data in the content storage medium wherein sending the content data again is prohibited; and when the content data is sent from the information-processing device, receiving the content data, with assigning a new ID to the received content data in case the received content data lacks the ID, and storing the received content data in the content storage medium wherein sending the content data is allowed.
 2. The content data holding system according to claim 1, wherein: the management program further causes the processor to execute: setting the sent content data to a state in which sending the content data again is prohibited, while the ID and the parameter of the sent content data are retained in the content storage medium; and in case that the content having the same ID as that of the received content data is stored in the content storage medium, updating the parameter of the stored content data with the parameter of the received content data.
 3. The content data holding system according to claim 2, wherein: the information-processing device is further configured to perform game processing of one of the games by use of the content data stored in the information-processing device; and the management program further causes the processor to execute, upon sending the content data to the information-processing device, storing game identification information that identifies one of the games played in the information-processing device, in the content storage medium.
 4. The content data holding system according to claim 1, wherein the management program further causes the processor to execute, in case that the received content data lacks at least one of the parameter, automatically adding the parameter to the received content data, and storing received content data in the content storage medium.
 5. The content data holding system according to claim 1, wherein the information-processing device is further configured to: perform game processing of one of the games by use of the content data stored in the information-processing device; and during the game processing, exchange the content data with another information-processing device.
 6. The content data holding system according to claim 1, wherein: the parameter includes user name information used in the games, the information-processing device is further configured to: perform game processing of one of the games by use of the content data stored in the information-processing device; and during the game processing, change the user name information to a user name used in the one of the games, and the management program further causes the processor to execute storing the user name information of the received content in the content storage medium.
 7. The content data holding system according to claim 1, wherein: the server further comprises a management information storage medium configured to store valid period information of a right to use an extended function concerning the content data, and the management program further causes the processor to execute: determining whether the right is valid based on the valid period information; in case that the right is invalid, receiving the content data from the information-processing device, and storing, up to a first upper number, the received content data in the content storage medium such that the received content data can be sent; in case that the right is valid, receiving the content data from the information-processing device, and storing, up to a second upper number larger than the first upper number, the received content data in the content storage medium such that the received content data can be sent; and retaining the content data stored in the content storage medium such that the content data cannot be sent again, regardless of the first or second upper number.
 8. The content data holding system according to claim 7, wherein: the information-processing device is further configured to perform use right purchase instruction processing for purchasing the right; and the management program further causes the processor to execute performing settlement processing in response to the use right purchase instruction processing, and updating the valid period information so that the right is valid for a predetermined period.
 9. A non-transitory computer readable storage medium having therein a data management program to be executable by one or more computer processors of a server, wherein the server is capable of communicating with at least one information-processing device, and comprises a content storage medium configured to store content data of content usable in different types of games, the information-processing device is configured to: store the content data; and perform at least one of transmission and reception of the content data to/from the server, the content storage medium is configured to store, as the content data, at least one ID that uniquely identifies the content, and at least one parameter used when the content is used in the games, the data management program causes the one or more computer processors to execute: upon a transmission request, sending the content data to the information-processing device, and retaining the sent content data in the content storage medium wherein sending the content data again is prohibited; and when the content data is sent from the information-processing device, receiving the content data, with assigning a new ID to the received content data in case the received content data lacks the ID, and storing the received content data in the content storage medium wherein sending the content data is allowed.
 10. The non-transitory computer readable storage medium according to claim 9, wherein: the data management program further causes the one or more computer processors to execute: setting the sent content data to a state in which sending the content data again is prohibited, while the ID and the parameter of the sent content data are retained in the content storage medium; and in case that the content having the same ID as that of the received content data is stored in the content storage medium, updating the parameter of the stored content data with the parameter of the received content data.
 11. The non-transitory computer readable storage medium according to claim 10, wherein: the information-processing device is further configured to perform game processing of one of the games by use of the content data stored in the information-processing device; and the data management program further causes the one or more computer processors to execute, upon sending the content data to the information-processing device, storing game identification information that identifies the one of the games played in the information-processing device, in the content storage medium.
 12. The non-transitory computer readable storage medium according to claim 9, wherein the data management program further causes the one or more computer processors to execute, in case that the received content data lacks at least one of the parameter, automatically adding the parameter to the received content data, and storing received content data in the content storage medium.
 13. The non-transitory computer readable storage medium according to claim 9, wherein the information-processing device is further configured to: perform game processing of one of the games by use of the content data stored in the information-processing device; and during the game processing, exchange the content data with another information-processing device.
 14. The non-transitory computer readable storage medium according to claim 9, wherein: the parameter includes user name information used in the games, the information-processing device is further configured to: perform game processing of one of the games by use of the content data stored in the information-processing device; and during the game processing, change the user name information to a user name used in the one of the games, and the data management program further causes the one or more computer processors to execute storing the user name information of the received content in the content storage medium.
 15. The non-transitory computer readable storage medium according to claim 9, wherein: the server further comprises a management information storage medium configured to store valid period information of a right to use an extended function concerning the content data, and the data management program further causes the one or more computer processors to execute: determining whether the right is valid based on the valid period information; in case that the right is invalid, receiving the content data from the information-processing device, and storing, up to a first upper number, the received content data in the content storage medium such that the received content data can be sent; in case that the right is valid, receiving the content data from the information-processing device, and storing, up to a second upper number larger than the first upper number, the received content data in the content storage medium such that the received content data can be sent; and retaining the content data stored in the content storage medium such that the content data cannot be sent again, regardless of the first or second upper number.
 16. The non-transitory computer readable storage medium according to claim 15, wherein: the information-processing device is further configured to perform use right purchase instruction processing for purchasing the right; and the data management program further causes the one or more computer processors to execute performing settlement processing in response to the use right purchase instruction processing, and updating the valid period information so that the right is valid for a predetermined period.
 17. A content data holding server that is capable of communicating with at least one information-processing device, and sending or receiving content data of content usable in different types of games, wherein the content data holding server comprises: a content storage medium configured to store the content data; and a processor configured to run a management program of the content data, the content storage medium is configured to store, as the content data, at least an ID that uniquely identifies the content, and at least one parameter used when the content is used in the games, the management program causes the processor to execute: upon a transmission request, sending the content data to the information-processing device, and retaining the sent content data in the content storage medium wherein sending the content data again is prohibited; and when the content data is sent from the information-processing device, receiving the content data, with assigning a new ID to the received content data in case the received content data lacks the ID, and storing the received content data in the content storage medium wherein sending the content data is allowed.
 18. The content data holding server according to claim 17, wherein: the management program further causes the processor to execute: setting the sent content data to a state in which sending the content data again is prohibited, while the ID and the parameter of the sent content data are retained in the content storage medium; and in case that the content having the same ID as that of the received content data is stored in the content storage medium, updating the parameter of the stored content data with the parameter of the received content data.
 19. The content data holding server according to claim 18, wherein: the information-processing device is further configured to perform game processing of one of the games by use of the content data stored in the information-processing device; and the management program further causes the processor to execute, upon sending the content data to the information-processing device, storing game identification information that identifies one of the games played in the information-processing device, in the content storage medium.
 20. A data management method performed in a server that is capable of communicating with at least one information-processing device, and comprises a content storage medium configured to store content data of content usable in different types of games, wherein the information-processing device is configured to: store the content data; and perform at least one of transmission and reception of the content data to/from the server, the content storage medium is configured to store, as the content data, at least an ID that uniquely identifies the content, and at least one parameter used when the content is used in the games, the method comprises: by the server, upon a transmission request, sending the content data to the information-processing device, and retaining the sent content data in the content storage medium wherein sending the content data again is prohibited; and by the server, when the content data is sent from the information-processing device, receiving the content data, with assigning a new ID to the received content data in case the received content data lacks the ID, and storing the received content data in the content storage medium wherein sending the content data is allowed.
 21. The data management method according to claim 20, further comprising: by the server, setting the sent content data to a state in which sending the content data again is prohibited, while the ID and the parameter of the sent content data are retained in the content storage medium; and by the server, in case that the content having the same ID as that of the received content data is stored in the content storage medium, updating the parameter of the stored content data with the parameter of the received content data.
 22. The data management method according to claim 21, wherein: the information-processing device is further configured to perform game processing of one of the games by use of the content data stored in the information-processing device; and the method further comprises, by the server, upon sending the content data to the information-processing device, storing game identification information that identifies one of the games played in the information-processing device, in the content storage medium. 